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*Pathfinder & Starfinder
Caltrops?
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<blockquote data-quote="Aussiehams" data-source="post: 4312269" data-attributes="member: 68162"><p>I really dig 4e and our group has started playing again after not playing D&D for more than a year. We just finished a session and I realised that I missed caltrops.</p><p>I know that they weren't that strong, but as far as I can see their are no more area denial options. Sure they weren't any good against armored or smart enemies, but they were great against beasties, and could let you know if you were getting flanked or if someone was snaeking up on you. </p><p>I was thinking that these might work for 4e.</p><p></p><p>Caltrops.</p><p>1gp. 2lbs.</p><p>One 2- pound bag of caltrops covers a 5 foot square.</p><p>Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it might step on one. The caltrops make an attack roll +2 Vs reflex against the creature. For this attack, the creature’s shield and armor bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to its defense. A character can hide the caltrops by making a DC 20 Dungeoneering followed by a stealth check which becomes the DC for a perception test to spot the Caltrops. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble. </p><p>If the caltrops hit the target takes d6 damage and are slowed until you are healed or receive first aid, or 24 hours has passed. </p><p></p><p>What do people think? Are they a bit strong? Should the save just be save ends? I think if a save ends them they will be useless as a tactical tool to stop people getting to you. </p><p></p><p>Sorry that came out a lot longer than I had expected.</p></blockquote><p></p>
[QUOTE="Aussiehams, post: 4312269, member: 68162"] I really dig 4e and our group has started playing again after not playing D&D for more than a year. We just finished a session and I realised that I missed caltrops. I know that they weren't that strong, but as far as I can see their are no more area denial options. Sure they weren't any good against armored or smart enemies, but they were great against beasties, and could let you know if you were getting flanked or if someone was snaeking up on you. I was thinking that these might work for 4e. Caltrops. 1gp. 2lbs. One 2- pound bag of caltrops covers a 5 foot square. Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it might step on one. The caltrops make an attack roll +2 Vs reflex against the creature. For this attack, the creature’s shield and armor bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to its defense. A character can hide the caltrops by making a DC 20 Dungeoneering followed by a stealth check which becomes the DC for a perception test to spot the Caltrops. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble. If the caltrops hit the target takes d6 damage and are slowed until you are healed or receive first aid, or 24 hours has passed. What do people think? Are they a bit strong? Should the save just be save ends? I think if a save ends them they will be useless as a tactical tool to stop people getting to you. Sorry that came out a lot longer than I had expected. [/QUOTE]
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